255,024 Commits over 3,990 Days - 2.66cph!
Set sound modulator value to 1 when fetching new modulators from the pool
RUST-1250: Sound pooling fixes (hopefully.. can't reproduce in editor yet)
Disabled pool.players by default again (more testing)
Fixed distorted water reflections in rivers (RUST-1248)
Only wooden boxes and large wooden boxes are pooled, not all entities that inherit from StorageContainer
Eliminated hasEntityMenu computation from ClientInit (slow)
Disabled entity pooling on furnaces + campfires for now (VFX stuck)
Enabled entity and player pooling by default on 64bit systems
ItemIcon NRE fix (for real)
Needs and Vitals share a common base type, RangedStat
Fixed stats being simulated when they shouldn't have been (bad editor)
Added a missing script to the dungeon cam to render decals
Clear LOD group when clearing player mesh (should fix duplicate LOD group warning with player pooling enabled)
removed sticky gizmos from tunnels prefabs triggers
Military Tunnels scene work backup
Fixed onInventoryChanged event being called every time a shot is fired
Only Units run stat simulators (for now)
Reverted GroupStats MaxValue change, added averaged Cap value
added drum item, animations and is drumming bool
Fixed a plethora of broken shit in Stats, reimported stats data
Fixed GroupStats averaging of vitals not using MaxValue (was using unmodified BaseMaxValue)
Merge from player_pooling (disabled by default)
StatModifier.MinipulationType not pulling value from data params when present.
Fixed OnActivityGeneratedTrigger not actually verifying that the activity generated matches our filter in data (thanks resharper)
Removed duplicate global trigger eval flag
Moved models
Tunnels colliders, final prefabs, prefabs include terrain triggers for easy placement
Skill level def values, editor sorting
Resharper-ed a bunch of un-used directives
Fixed a bad return in Filters.DispenserFilter
Fixed IsRequiredToolCondition returning early in TargetBuildingBlackboardItem Mode
Fixed onInventoryChanged event being called for every player
Replaced BasePlayer.LocalPlayer with LocalPlayer.Entity
Replaced GlobalMessages.onInventoryChanged.Call with LocalPlayer.OnInventoryChanged
DataEditor now remembers which tab you had open between session/compiles etc
sabertooth latest and tortoise first checkin